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o3de/AutomatedTesting/Gem/PythonTests/physics/material/C18981526_Material_Restitut...

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Python

"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
# Test case ID : C18981526
# Test Case Title : Verify when two objects with different materials collide, the restitution combine priority works
# fmt: off
class Tests():
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
find_box_average = ("Box entity 'average' found", "Box entity 'average' not found")
find_box_minimum = ("Box entity 'minimum' found", "Box entity 'minimum' not found")
find_box_multiply = ("Box entity 'multiply' found", "Box entity 'multiply' not found")
find_box_maximum = ("Box entity 'maximum' found", "Box entity 'maximum' not found")
find_ramp_average = ("Ramp entity 'average' found", "Ramp entity 'average' not found")
find_ramp_minimum = ("Ramp entity 'minimum' found", "Ramp entity 'minimum' not found")
find_ramp_multiply = ("Ramp entity 'multiply' found", "Ramp entity 'multiply' not found")
find_ramp_maximum = ("Ramp entity 'maximum' found", "Ramp entity 'maximum' not found")
# Test 0, first row of matrix
boxes_fell_0 = ("Test 0): All boxes fell", "Test 0): All boxes did not fall")
boxes_hit_ramp_0 = ("Test 0): All boxes hit the ramp", "Test 0): All boxes did not hit the ramp")
boxes_peaked_0 = ("Test 0): All boxes reached their max height", "Test 0): All boxes did not reach their max height before timeout")
# Test 1, second row of matrix
boxes_fell_1 = ("Test 1): All boxes fell", "Test 1): All boxes did not fall")
boxes_hit_ramp_1 = ("Test 1): All boxes hit the ramp", "Test 1): All boxes did not hit the ramp")
boxes_peaked_1 = ("Test 1): All boxes reached their max height", "Test 1): All boxes did not reach their max height before timeout")
# Test 2, third row of matrix
boxes_fell_2 = ("Test 2): All boxes fell", "Test 2): All boxes did not fall")
boxes_hit_ramp_2 = ("Test 2): All boxes hit the ramp", "Test 2): All boxes did not hit the ramp")
boxes_peaked_2 = ("Test 2): All boxes reached their max height", "Test 2): All boxes did not reach their max height before timeout")
# Test 3, fourth row of matrix
boxes_fell_3 = ("Test 3): All boxes fell", "Test 3): All boxes did not fall")
boxes_hit_ramp_3 = ("Test 3): All boxes hit the ramp", "Test 3): All boxes did not hit the ramp")
boxes_peaked_3 = ("Test 3): All boxes reached their max height", "Test 3): All boxes did not reach their max height before timeout")
basis_row_unique = ("All distances in Test 0 were unique", "All distances in Test 0 were not unique")
basis_row_ordered = ("All distances in Test 0 were correctly ordered", "All distances in Test 0 were not correctly ordered")
height_matrix_valid = ("The resulting height matrix was valid", "The resulting height matrix was invalid")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
# fmt: on
def C18981526_Material_RestitutionCombinePriority():
"""
Summary:
Runs an automated test to ensure that the restitution combine mode is assigned according to the correct priority.
Level Description:
Four boxes sit above one of 4 horizontal ramps.
The ramps are identical, as are the boxes, save for their physX material:
A new material library was created with 8 materials:
minimum_box, multiply_box, average_box, maximum_box, minimum_ramp, multiply_ramp, average_ramp, maximum_ramp,
Each 'box' material has its 'restitution combine' mode assigned as named; as well as the following properties:
dynamic friction: 0.25
static friction: 0.25
restitution: 0.25
The 'ramp' materials are assigned similarly, with the following values:
dynamic friction: 0.5
static friction: 0.5
restitution: 0.5
The values were specifically chosen to give a well-ordered and distributed result across all 4 combine modes
(each progressive tier in priority gives a result 0.125 away from the last)
Each box and ramp is assigned its corresponding restitution material
Each box and ramp also has a PhysX box collider with default settings
Expected Behavior:
When two bodies with different materials are in contact, the physics system chooses which combine mode to use based
on which combine mode has the highest priority.
The priority order is as follows: Average < Minimum < Multiply < Maximum.
For each ramp, this script drops the four boxes and measures their bounce height
Upon collecting all data, the script evaluates the bounce height against an expected pattern.
This pattern is derived from the priority order, to determine which combine mode should "win" over the others.
Boxes with greater restitution combine coefficients should bounce higher.
[Coefficient Combination Mode Results]
average: (0.25 + 0.5) / 2 -> 0.375
minimum: 0.25 vs 0.5 -> 0.25
multiply: 0.25 * 0.5 -> 0.125
maximum: 0.25 vs 0.5 -> 0.5
[Coefficient Combination Matrix]
Boxes
avg min mul max
avg 0.375 0.25 0.125 0.5 # Test 0
Ramps min 0.25 0.25 0.125 0.5 # Test 1
mul 0.125 0.125 0.125 0.5 # Test 2
max 0.5 0.5 0.5 0.5 # Test 3
Test Steps:
1) Open level
2) Enter game mode
3) Validate entities
For each ramp:
4) Replace the ramp under the boxes
5) Drop the boxes
6) Wait for the box to hit the ground
7) Measure the bounce height
8) Validate matrix
9) Exit game mode
10) Close the editor
Note:
- This test file must be called from the Open 3D Engine Editor command terminal
- Any passed and failed tests are written to the Editor.log file.
Parsing the file or running a log_monitor are required to observe the test results.
:return: None
"""
import os
import sys
from editor_python_test_tools.utils import Report
from editor_python_test_tools.utils import TestHelper as helper
import azlmbr
import azlmbr.legacy.general as general
import azlmbr.bus as bus
import azlmbr.math as lymath
NUMBER_OF_TESTS = 4
DISTANCE_TOLERANCE = 0.005
TIMEOUT = 5.0
STANDBY_OFFSET = lymath.Vector3(0.0, 0.0, 4.0)
SET_PHYSICS_WAIT = 10
# region Entity Classes
class Box:
def __init__(self, name, valid_test):
self.name = name
self.id = general.find_game_entity(name)
self.start_position = self.get_position()
self.hit_ramp_position = None
self.valid_test = valid_test
self.peaked = False
def get_position(self):
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
def set_position(self, value):
return azlmbr.components.TransformBus(bus.Event, "SetWorldTranslation", self.id, value)
def get_velocity(self):
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "GetLinearVelocity", self.id)
def set_velocity(self, value):
return azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetLinearVelocity", self.id, value)
def set_gravity_enabled(self, value):
azlmbr.physics.RigidBodyRequestBus(bus.Event, "SetGravityEnabled", self.id, value)
def set_physics_enabled(self, value):
if value:
azlmbr.physics.RigidBodyRequestBus(bus.Event, "EnablePhysics", self.id)
else:
azlmbr.physics.RigidBodyRequestBus(bus.Event, "DisablePhysics", self.id)
def force_awake(self):
azlmbr.physics.RigidBodyRequestBus(bus.Event, "ForceAwake", self.id)
class Ramp:
def __init__(self, name, valid_test):
self.name = name
self.id = general.find_game_entity(name)
self.start_position = self.get_position()
self.valid_test = valid_test
self.create_handler()
self.collided_with_boxes = set()
def on_collision_begin(self, args):
other_id = args[0]
for box in all_boxes:
if box.id.Equal(other_id):
Report.info("Collided with {}".format(box.name))
self.collided_with_boxes.add(box)
box.hit_ramp_position = box.get_position()
def create_handler(self):
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
self.handler.connect(self.id)
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
def get_position(self):
return azlmbr.components.TransformBus(bus.Event, "GetWorldTranslation", self.id)
def set_position(self, value):
return azlmbr.components.TransformBus(bus.Event, "SetWorldTranslation", self.id, value)
def all_boxes_hit(self):
return len(self.collided_with_boxes) == 4
class TestInfo:
def __init__(self):
self.fell_tests = []
self.hit_ramp_tests = []
self.peaked_tests = []
for i in range(NUMBER_OF_TESTS):
self.fell_tests.append(get_test("boxes_fell", i))
self.hit_ramp_tests.append(get_test("boxes_hit_ramp", i))
self.peaked_tests.append(get_test("boxes_peaked", i))
# endregion
# region Helper Functions
def get_test(test_name, test_number):
return Tests.__dict__["{}_{}".format(test_name, test_number)]
def reset_boxes():
for box in all_boxes:
box.peaked = False
box.set_physics_enabled(False)
# We can't enable the boxes as kinematic and set their position on the same frame
general.idle_wait_frames(SET_PHYSICS_WAIT)
for box in all_boxes:
box.set_position(box.start_position)
general.idle_wait_frames(SET_PHYSICS_WAIT)
for box in all_boxes:
box.set_physics_enabled(True)
box.force_awake()
# endregion
# region wait_for_condition() Functions
def drop_boxes():
for box in all_boxes:
box.set_gravity_enabled(True)
def all_boxes_falling():
for box in all_boxes:
if box.get_velocity().z >= 0.0:
return False
return True
def all_boxes_peaked():
peaked_boxes = 0
for box in all_boxes:
if box.peaked:
peaked_boxes += 1
else:
current_position = box.get_position()
current_height = current_position.z - box.hit_ramp_position.z
current_linear_velocity = box.get_velocity()
if current_linear_velocity.z > 0.0:
box.bounce_height = current_height
else:
Report.info("Box {} reached {:.3f}M high".format(box.name, box.bounce_height))
box.set_gravity_enabled(False)
box.set_velocity(lymath.Vector3(0.0, 0.0, 0.0))
box.peaked = True
return peaked_boxes == 4
# endregion
# region Matrix Validation
def validate_matrix(matrix):
# type: (list[list]) -> bool
"""
Returns True if the matrix matches the pattern expected based on the friction combine priority.
:param matrix: the height matrix
:return: True if the matrix closely matches the expected pattern
"""
# The first test represents a basis value for what is expected when each of the combine modes "wins" the other.
# This is because every mode beats 'average' (the first ramp we test with) We can compare the rest of the matrix
# against this basis row to validate the rest of the matrix as long as we also guarantee that the basis is valid
#
# Resulting matrix should follow the pattern:
# A B C D <- Test 0
# B B C D <- Test 1
# C C C D <- Test 2
# D D D D <- Test 3
basis_row = matrix[0]
Report.critical_result(Tests.basis_row_unique, list_is_unique(basis_row))
average = basis_row[0]
minimum = basis_row[1]
multiply = basis_row[2]
maximum = basis_row[3]
# Based on the resulting coefficients, we can expect each bounce height to be ordered in a specific way
Report.critical_result(Tests.basis_row_ordered, maximum > average > minimum > multiply)
def report_failure(test_index, box_index, expected):
box_name = all_boxes[box_index].name
Report.info(
"Matrix validation failure:\n"
"Bounce height for box '{}' on test {} was not close to the expected basis value\n"
"Bounce height: {:.3f}\n"
"Expected: {:.3f}".format(box_name, test_index, matrix[test_index][box_index], expected)
)
valid = True
for row_index, row in enumerate(matrix):
for column_index, value in enumerate(row):
max_index = max(row_index, column_index)
if not float_is_close(value, basis_row[max_index], DISTANCE_TOLERANCE):
report_failure(row_index, column_index, basis_row[max_index])
valid = False
return valid
def log_matrix(matrix):
matrix_display_string = "\nResulting Height Matrix:\n"
for row in matrix:
for value in row:
matrix_display_string += "{:.3f},".format(value)
matrix_display_string += "\n"
Report.info(matrix_display_string)
def list_is_unique(target_list):
return len(set(target_list)) == len(target_list)
def float_is_close(value, target, tolerance):
return abs(value - target) <= tolerance
# endregion
helper.init_idle()
# 1) Open level
helper.open_level("Physics", "C18981526_Material_RestitutionCombinePriority")
# 2) Enter game mode
helper.enter_game_mode(Tests.enter_game_mode)
# Set up our boxes
box_average = Box("Average", Tests.find_box_average)
box_minimum = Box("Minimum", Tests.find_box_minimum)
box_multiply = Box("Multiply", Tests.find_box_multiply)
box_maximum = Box("Maximum", Tests.find_box_maximum)
all_boxes = (box_average, box_minimum, box_multiply, box_maximum)
# Set up our ramps
ramp_average = Ramp("RampAverage", Tests.find_ramp_average)
ramp_minimum = Ramp("RampMinimum", Tests.find_ramp_minimum)
ramp_multiply = Ramp("RampMultiply", Tests.find_ramp_multiply)
ramp_maximum = Ramp("RampMaximum", Tests.find_ramp_maximum)
all_ramps = (ramp_average, ramp_minimum, ramp_multiply, ramp_maximum)
# Init our tests
test_info = TestInfo()
# 3) Validate entities
for box in all_boxes:
Report.critical_result(box.valid_test, box.id.IsValid())
for ramp in all_ramps:
Report.critical_result(ramp.valid_test, ramp.id.IsValid())
# Setup ramp active position. The 'average' ramp is the first ramp, so we init to that.
active_position = ramp_average.get_position()
# fmt: off
height_matrix = [[0.0, 0.0, 0.0, 0.0], # Test 0 - Ramp 'Average'
[0.0, 0.0, 0.0, 0.0], # Test 1 - Ramp 'Minimum'
[0.0, 0.0, 0.0, 0.0], # Test 2 - Ramp 'Multiply'
[0.0, 0.0, 0.0, 0.0]] # Test 3 - Ramp 'Maximum'
# fmt: on
for row_index in range(len(height_matrix)):
Report.info("********Starting Test {}********".format(row_index))
reset_boxes()
# 4) Replace the ramp under the boxes
ramp = all_ramps[row_index]
ramp.set_position(active_position)
# 5) Drop the boxes
drop_boxes()
fell_test = test_info.fell_tests[row_index]
Report.critical_result(fell_test, helper.wait_for_condition(all_boxes_falling, TIMEOUT))
# 6) Wait for the box to hit the ground
hit_ramp_test = test_info.hit_ramp_tests[row_index]
Report.critical_result(hit_ramp_test, helper.wait_for_condition(ramp.all_boxes_hit, TIMEOUT))
# 7) Measure the bounce height
peaked_test = test_info.peaked_tests[row_index]
Report.critical_result(peaked_test, helper.wait_for_condition(all_boxes_peaked, TIMEOUT))
for column_index in range(len(height_matrix[row_index])):
# Register the height the boxes bounced
box = all_boxes[column_index]
height_matrix[row_index][column_index] = box.bounce_height
ramp.set_position(ramp.start_position.Subtract(STANDBY_OFFSET))
# 8) Validate matrix
log_matrix(height_matrix)
Report.result(Tests.height_matrix_valid, validate_matrix(height_matrix))
# 9) Exit game mode
helper.exit_game_mode(Tests.exit_game_mode)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(C18981526_Material_RestitutionCombinePriority)